@@ -249,7 +249,7 @@ public sealed class ZombieRuleSystem : GameRuleSystem<ZombieRuleComponent>
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_playerManager.Sessions,
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_playerManager.Sessions,
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component.PatientZeroPrototypeId,
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component.PatientZeroPrototypeId,
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includeAllJobs: false,
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includeAllJobs: false,
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customExcludeCondition: player => HasComp<ZombieImmuneComponent>(player) || HasComp<InitialInfectedExemptComponent>(player)
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customExcludeCondition: player => HasComp<ZombieImmuneComponent>(player) || HasComp<InitialInfectedExemptComponent>(player)
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);
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);
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//And get all players, excluding ZombieImmune and roles with CanBeAntag = False - to fill any leftover initial infected slots
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//And get all players, excluding ZombieImmune and roles with CanBeAntag = False - to fill any leftover initial infected slots
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@@ -259,7 +259,7 @@ public sealed class ZombieRuleSystem : GameRuleSystem<ZombieRuleComponent>
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acceptableAntags: Shared.Antag.AntagAcceptability.All,
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acceptableAntags: Shared.Antag.AntagAcceptability.All,
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includeAllJobs: false ,
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includeAllJobs: false ,
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ignorePreferences: true,
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ignorePreferences: true,
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customExcludeCondition: HasComp<ZombieImmuneComponent>
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customExcludeCondition: HasComp<ZombieImmuneComponent>
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);
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);
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//If there are no players to choose, abort
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//If there are no players to choose, abort
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@@ -293,6 +293,7 @@ public sealed class ZombieRuleSystem : GameRuleSystem<ZombieRuleComponent>
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//Add the role to the mind silently (to avoid repeating job assignment)
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//Add the role to the mind silently (to avoid repeating job assignment)
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_roles.MindAddRole(mind, new InitialInfectedRoleComponent { PrototypeId = component.PatientZeroPrototypeId }, silent: true);
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_roles.MindAddRole(mind, new InitialInfectedRoleComponent { PrototypeId = component.PatientZeroPrototypeId }, silent: true);
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EnsureComp<InitialInfectedComponent>(entity);
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//Add the zombie components and grace period
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//Add the zombie components and grace period
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var pending = EnsureComp<PendingZombieComponent>(entity);
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var pending = EnsureComp<PendingZombieComponent>(entity);
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Reference in New Issue
Block a user